GGST/Potemkin/Frame Data

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Glossary

How do I read frame data?

System Data Glossary
Defense The amount of damage that characters take is multiplied by this number.
Guts The amount of damage that characters take decreases as their life lowers. For more info, see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
GuardBalance The amount of R.I.S.C. Level characters gain when blocking is multiplied by this R.I.S.C. Gain Modifier.
Jump Duration Jump Duration in total frames, if uncanceled.
Jump Height Jump Height in total in-game units of distance.
High Jump Duration High Jump Duration in total frames, if uncanceled.
efiad Earliest Forward Instant Air Dash. The minimum amount of frames after a jump leaves the ground that a Forward Air Dash can be performed.
ebiad Earliest Back Instant Air Dash. The minimum amount of frames after a jump leaves the ground that a Back Air Dash can be performed.
fadd Forward Air Dash Duration in frames. An /X number represents the earliest frame a Forward Air Dash can be canceled into Faultless Defense.
badd Back Air Dash Duration in frames.
fadat Forward Air Dash Attack Transition in frames. The minimum amount of frames after a Forward Air Dash that an attack can be performed.
badat Back Air Dash Attack Transition in frames. The minimum amount of frames after a Back Air Dash that an attack can be performed.
Frame Data Glossary
Guard How this attack can be guarded. All non-throws can be air blocked unless otherwise stated.
Startup Number of frames for this move to reach its first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon the attacker can act compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

OnHit After getting hit by this attack, how soon the attacker can act compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

RiscGain How much the R.I.S.C. Level increases when this attack is blocked.
RiscLoss How much the R.I.S.C. Level decreases when this attack hits.
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Counter The type of Counter Hit this attack triggers. There are three types: Small, Mid, and Large.
Invuln Attribute and hitbox invincibility for this move.
Prorate How much additional damage proration this attack has. There are two types of proration: Initial and Forced.


System Data

name icon defense guts prejump weight backdash forwarddash guardBalance jump duration jump height high jump duration efiad ebiad fadd badd fadat badat
Potemkin
GGST_Potemkin_Icon.png
0.93 3 5 Heavy 24/1~6 strike invuln/1~17 airborne 0.8748 42 55 - - - - - -

Normal Moves

input damage guard startup active recovery onBlock onHit riscGain riscLoss level counter invuln prorate
input damage guard startup active recovery onBlock onHit riscGain riscLoss level counter invuln prorate
5P 30 All 5 5 6 +1 +4 1000 1500 1 Small 80%
5K 36 Low 10 9 9 -4 -1 1125 1000 2 Small 70%
c.S 45 All 8 4 11 +4 +7 2500 1000 4 Mid 100%
f.S 40 All 12 7 18 -8 -5 2000 1000 3 Mid 90%
5H 60 All 16 5 25 -11 -8 2500 1000 4 Large 100%
5D 50 High 20~27 8 21 -15 0 1125 3000 2 Mid 80%
5[D] 62 High 28 8 21 -10 SKD +38 1875 1500 4 Mid 100%
2P 26 All 8 4 9 -1 +2 1000 1500 1 Small 80%
2K 30 Low 10 4 14 -4 -1 1125 1000 2 Small 70%
2S 45 All 14 3 18 -4 -1 2000 1000 3 Mid 90%
2H 55 All 13 5 35 -21 SKD (+27) 2500 1000 4 Large 100%
2D 40 Low 13 7 21 -11 KD 1500 1000 3 Large 90%
6P 42 All 11 7 25 -15 SKD (+29) 2000 1000 3 Mid 1~4F Upper Body
5~17F Above Knees
90%
6K 45 All 22 5 18 -6 -3 2000 1000 3 Mid 100%
6H 90 All 23 5 29 -15 SKD (+25) 2500 1000 4 Large 100%
j.P 30 High 7 6 6 375 1000 0 Small 80%
j.K 36 High 10 6 15 750 1000 1 Small 80%
j.S 45 High 13 5 23 1500 1000 3 Mid 80%
j.H 55 High 12 4 16 1875 1000 4 Mid 80%
j.D 50 All 13 Until Landing 9 After landing 2000 1000 3 Mid 80%


Special Moves

input name damage guard startup active recovery onBlock onHit riscGain riscLoss level counter invuln prorate
input name damage guard startup active recovery onBlock onHit riscGain riscLoss level counter invuln prorate
[4]6H Hammer Fall 58 All 18~47 2f 26 -9 SKD (+22) 2500 1000 Mid 80%
[4]6H P Hammer Fall Break N/A N/A 27
632146P Potemkin Buster 175 Ground Throw 5 4 37 2500 1~8F Throw 50%
623H Heat Knuckle 0,8×7,60 Air Guard Crush 12 4 18 +10~+1 KD/Wall Break 3750 2500 Small 50%
236P Mega Fist 60 High 25 7 16 -6 -2 1500 1000 3 Mid 80%
214P Mega Fist 60 High 25 7 6 +4 +8 1500 1000 3 Mid 80%
2146K~P Mega Fist 80 High 26-27 7 12 -2 +2 1500 1000 3 Mid 80%
236S Slide Head 0 Low (Guard Crush) 29 2 28 0 KD 375 1000 4 Small 80%
63214S F.D.B. 55 [75] All 21~28 [28~38] 3 20 -6 KD 2000 2000 3 Mid 100%
Reflect Projectile 50 All 1 +11 SKD (+46) 500 1000 3 Small 80%
214H Garuda Impact 73 All (Guard Crush) 28 11 24 +19 +17~35 2500 2000 Large 100%

Supers

input name damage guard startup active recovery onBlock onHit riscGain riscLoss level counter invuln prorate
input name damage guard startup active recovery onBlock onHit riscGain riscLoss level counter invuln prorate
236236S Heavenly Potemkin Buster 220 Air Unblockable 12+0 15 16 N/A KD 1000 Small 1~12F Full 100%
632146H Giganter Kai 120 All 10+9 3(2) 28 +1 KD 2500 1000 Mid 1~10F Full
11~21F Strike
100%
Mirror Giganter Kai 25x3 All 10+14 301 KD 100x3 1000 Small 100%

Other

name damage guard startup active recovery onBlock onHit riscGain riscLoss level counter invuln prorate
name damage guard startup active recovery onBlock onHit riscGain riscLoss level counter invuln prorate
Ground Throw 90 Ground Throw 2 3 38 N/A KD 2500 50%
Air Throw 90 Air Throw 2 3 Until Landing + 10 N/A KD 2500 50%


Gatling Table

Ground Gatlings
P K S H D Cancel
5P
GGST Potemkin 5P.png
Guard:
All
Startup:
5
Recovery:
6
Advantage:
+1
5P, 2P, 6P 6K - 6H - Sp
2P
GGST Potemkin 2P.png
Guard:
All
Startup:
8
Recovery:
9
Advantage:
-1
5P,2P, 6P 6K - 6H - Sp
6P
GGST Potemkin 6P.png
Guard:
All
Startup:
11
Recovery:
25
Advantage:
-15
- - - - - Sp
5K
GGST Potemkin 5K.png
Guard:
Low
Startup:
10
Recovery:
9
Advantage:
-4
6P 6K - 6H 5D, 2D Jump, Sp
6K
GGST Potemkin 6K.png
Guard:
All
Startup:
22
Recovery:
18
Advantage:
-6
- - - - - Sp1
2K
GGST Potemkin 2K.png
Guard:
Low
Startup:
10
Recovery:
14
Advantage:
-4
6P 6K - 6H 5D, 2D Sp
c.S
GGST Potemkin c.S.png
Guard:
All
Startup:
8
Recovery:
11
Advantage:
+4
6P 6K f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
f.S
GGST Potemkin f.S.png
Guard:
All
Startup:
12
Recovery:
18
Advantage:
-8
- - - 5H, 2H - Sp
2S
GGST Potemkin 2S.png
Guard:
All
Startup:
14
Recovery:
18
Advantage:
-4
- - - 5H, 2H - Sp
5H
GGST Potemkin 5H.png
Guard:
All
Startup:
16
Recovery:
25
Advantage:
-11
- - - - - Sp
2H
GGST Potemkin 2H.png
Guard:
All
Startup:
13
Recovery:
35
Advantage:
-21
- - - - - Sp
6H
GGST Potemkin 6H.png
Guard:
All
Startup:
23
Recovery:
29
Advantage:
-15
- - - - - Sp
5D
GGST Potemkin 5D.png
Guard:
High
Startup:
20~27
Recovery:
21
Advantage:
-15
- - - - - -
2D
GGST Potemkin 2D.png
Guard:
Low
Startup:
13
Recovery:
21
Advantage:
-11
- - - - - Sp
Air Gatlings
P K S H D Cancel
j.P
GGST Potemkin j.P.png
Guard:
High
Startup:
7
Recovery:
6
Advantage:
-
j.P - - - - -
j.K
GGST Potemkin j.K.png
Guard:
High
Startup:
10
Recovery:
15
Advantage:
-
- - - - j.D Jump
j.S
GGST Potemkin j.S.png
Guard:
High
Startup:
13
Recovery:
23
Advantage:
-
- - - j.H j.D Jump
j.H
GGST Potemkin j.H.png
Guard:
High
Startup:
12
Recovery:
16
Advantage:
-
- - - - j.D Jump
j.D
GGST Potemkin j.D.png
Guard:
All
Startup:
13
Recovery:
9 After landing
Advantage:
-
- - - - - Jump
X = X is available on hit or block
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
1: Also can be Kara Cancelled

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Ambox notice.png To edit frame data, edit values in GGST/Potemkin/Data.